So are you saying if we get top 10' date=' you will code this in?[/quote']
I oppose this idea in this form as, IMHO, it lends itself too much to power ranking.
You do all realise the easier we make it to 'power' rank your characters the harder it is for newbies to enter the MUD? Either they get dragged along and 'used' by more experience players - getting left in the 30s for all the sleeping necro's, demon dks and anyone else who wants a qrace this week.
Or - which is even worse - I've seen players opening attack and kill people who don't 'keep up the pace' when they are ranknig. I mean - COME ON - we were all slow rankers once and killing someone is not exactly a great thing to do because they couldnt' keep up the pace you wanted. I don't give a f*** about your RP.
Lack of basic respect for other characters is at an all time low but that is another issue for another thread.
My thoughts on this idea are this: there should be some limit in the code to test if you are doing it fast and disallow you any more xp so you cant' run from 7 - 15 as has been previously stated it would be allowed to do.
For new players it good - for experienced players you don't need another way for 'cheap' xp to power rank you.
As much as I like the guild quests (my character has been finding it hard to find groups of late too) I think we are in danger of destroying the 'social networking' that holds this and all MUDs together. FL isn't a game that is meant to be played in isolation so you can get the most uber, powerful, sick or gosu character ever. As far as ranking goes you are meant to use groups. Cabal wars require members to actually fight (6v1 does get boring after a while).
Lytholm.
Experience for exploring
For new players it good - for experienced players you don't need another way for 'cheap' xp to power rank you.
That's why I think it would be good to add it to the Adventurer class. After you revert to another class from Adventurer, you start at level 1 and wouldn't be able to recieve the bonus, which would make the bonus more exclusive to newer players.
Lytholm, I do not entirely agree with you. However, I did include an alternate way to do it so as to make exploring fun. By use of tokens and a shop to get neat items. And to make it more of a discovery process, I proposed the idea of checkpoints that would have to be found and used by the player or the group. These checkpoints would reset when the lands do, so it could never really be done to power rank.
Originally posted by me:
Alternately, one could get an "explorer token" as a reward for discovering a set number of areas. These could be cashed in for practice weapons or other specialized items at the explorer's post. The more tokens you turn in, the better the item.
MINIGAME A different way to implement this would be to put 4 or 5 different check-points within an area. When all of them are used by the player, the exploration experience (or an explorer token) is awarded for that area. The checkpoints are randomly generated in an area when the mud resets.*
Use checkpoint*
You take a moment to gaze out over the lands. What a nice view from here! *
You have completed 3/5 checkpoints for the tainted valley!*
Another idea would be to use the tokens at a trainer in exchange for skill points.
Currently, there is a system in place for some organizations in the game to trade in a currency for skill points.
A character that is not a member of an organization would then have an oppurtunity to train in a way entirely different than beating monsters for hours and hours.
Think about it. As a player I want to interact with other players and the environment. Spending real days to train a character is a huge waste of time. Not only does my poor character have to spend his life in a gnome village, a minotaur castle, or elsewhere training, to be a success I must spend my real time doing this or otherwise spamming spells. It does not encourage interaction with players or the environment.
So it works like this: One area can give one token. One token is worth one skill point. I would be forced to interact with the lands through the process of discovering different areas or their checkpoints. I would most likely run into other players and also NPC's that want me to do things for them. And I would not have to spend my precious time in tarandue. There are simply not enough areas in the game to make this the only way a character will need to train to be on the top, but it will make it a bit more interesting for a time.
This would fit perfectly with my other idea of abolishing the mobdeath and trapdeath experience penalties at level 1 - 15 and limiting them sub level 30.
All the veterans that have lives, kids, jobs, and things like that to do would likely stay longer since this idea could single handedly strike down one of the huge TIME SINKS that this and most mud games seem to require.
New players would stay longer because early deaths and those related to learning the game would not penalize them for hours.
Lytholm, you spoke of making the playerbase larger. If veterans will stay and new players stay there will be alot of people logged on. These people could then vote and we could conquer TMS and Mudconnector listings. Forsaken Lands could be number one MUD in the world.
In all seriousness, I don't think it will be easy to get to the top 10 listing that you mentioned when you hijacked the thread
Instead of promising the players we do have that things will be done when we get to that level, the real issue is about what we can do to get there and how the game can improve while on the road to greatness.
This would fit perfectly with my other idea of abolishing the mobdeath and trapdeath experience penalties at level 1 - 15 and limiting them sub level 30.
All the veterans that have lives, kids, jobs, and things like that to do would likely stay longer since this idea could single handedly strike down one of the huge TIME SINKS that this and most mud games seem to require.
New players would stay longer because early deaths and those related to learning the game would not penalize them for hours.
Lytholm, you spoke of making the playerbase larger. If veterans will stay and new players stay there will be alot of people logged on. These people could then vote and we could conquer TMS and Mudconnector listings. Forsaken Lands could be number one MUD in the world.
In all seriousness, I don't think it will be easy to get to the top 10 listing that you mentioned when you hijacked the thread
Instead of promising the players we do have that things will be done when we get to that level, the real issue is about what we can do to get there and how the game can improve while on the road to greatness.
I agreee with this... I can remember taking a couple of deaths on a rank 28 thief to mobs... I deleted the character and started again. That exp hole was way too huge compared with starting again.
This idea does no harm, and only does good. Experienced players wont die till pinnacle ussually. But less experienced players die all the time.
I reckon this could work, the learning lands for experience idea but why not make it for adventurers only? They get exp for learning the lands.... That way there isnt any power ranking really cause dont you just revert to rank 1 when you turn from adv to your class.
I reckon this could work' date=' [b']the learning lands for experience idea but why not make it for adventurers only? They get exp for learning the lands.... That way there isnt any power ranking really cause dont you just revert to rank 1 when you turn from adv to your class.
Well using Lytholm's logic, which I do agree with, you would then be able to powerlevel an adventurer, then pick up your pets and powerlevel again.
In the end, that too would just become a booster rocket for vet xp.